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March 4th, 2003, 09:26 PM
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Sergeant
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Join Date: Feb 2003
Location: Tacoma, WA
Posts: 356
Thanks: 3
Thanked 5 Times in 3 Posts
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Ministers?
I just got the game and have only had the Intel Minister on, well this Last game I started, I turned on the Research Minister on. He does not seem to choose what to research, I get a message that all projects are completed and that I need to pick new projects.
Also I have tried to turn on the minister on my freighters so they can move population around, but it dont seem to work out the way I want, the ships move for a bit then seem to just sit there.
Is there anything more I need to do?
Thanks in advance
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March 4th, 2003, 09:34 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Ministers?
For the transportation minister, you need to activate the minister in the empire options-> ministers screen. You then need to give the minister control of some ships. Select the ships, and press the "face" icon to toggle minister control of the ship.
The transportation minister dosen't send the ships off immediately, but takes a turn to load and unload population.
As for research, if you've got the minister toggled on in the ministers screen, it should be fine. The ministers add their orders at the end of your turn, so you may have to wait a turn in order so see them kick in.
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Things you want:
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March 4th, 2003, 09:40 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Ministers?
When you turn on minister, AI takes over this function and works accordingly to AI files stored into space_empires/pictures/races/"your race name"
If AI function particulary funny, it may means that something is wrong with those files. How did you generate you race ? Is ii a standard SE race or custom made ? Did you load preexisting .emp file and made it from scratch ?
AI should work fine if you use load existing emp file and switch on "use style from the race" in the race generation screen.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 4th, 2003, 10:20 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
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Re: Ministers?
If you want any chance of winning, don't use your minitsers. IMO they don't help much. They may be benificial in the very early game (and the player's learning curve) but not generally.
$.02>
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March 4th, 2003, 10:25 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Ministers?
Quote:
Originally posted by rdouglass:
If you want any chance of winning, don't use your minitsers. IMO they don't help much. They may be benificial in the very early game (and the player's learning curve) but not generally.
$.02>
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If you play cutthrow multiplayer game, then yes, no ministers ! But if you are role playing empire, why not ? I often turn on various ministers and concentrate on fleet battles or research or something else. but then I usually play with my own customized AI and I pretty well now what the hell it is doing
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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March 4th, 2003, 11:13 PM
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Major
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Join Date: Jan 2003
Location: Oslo, Norway
Posts: 1,030
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Re: Ministers?
Ministers in SEIV are very closely modelled on our real life ministers. They promise a lot, but when you (s)elect them, they tend to do either nothing or just the opposite of what you wanted.
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Never trust a cop with rubber gloves.
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